Showing posts with label cartoon. Show all posts
Showing posts with label cartoon. Show all posts

Friday, February 04, 2011

You May Now



Fun little short film by Dane Winn and Daniel Keeble. Dane tells me they whipped this out in "a few days". Nice!

Sunday, September 26, 2010

Les Metiers

Very charming! I love the simple (but robust) character designs. Animation style isn't overly fluffy, but it doesn't need to be. Nicely done.


LES METIERS : LE BOULANGER from lam le thanh on Vimeo.


Found via 3dTotal.com

Sunday, September 05, 2010

Values in a Drawing- Mark Kennedy

Another great post from Mark Kennedy's Temple of Seven Golden Camels blog- this one on how to use values in your drawings to heighten and carry a scene. This has come at a very handy time for me as I'm curently boarding out a short film idea. My drawings are crappy enough as it is, so any trick or technique that can help me convey an idea is like gold from a camel to me. Check it out and learn.

Wednesday, September 01, 2010

Fun films I've seen whilst strolling the intra-nubs

Something refreshingly different from Gobelins



And a Sheridan effort...

Thursday, July 01, 2010

Cours Toujours

This little gem is absurd, but charming and graphically appealing. I like it!


Cours Toujours - animation short film from Cours Toujours Team on Vimeo.

Sunday, April 04, 2010

John K on Cartoon Directors

Another good, fun read. Unfortunately in today's media conglomerate system this approach to animation isn't really applicable. But as things slide forward and we see more and more opportunities for individual directors or small, nimble teams I think we'll see a resurgence in this kind of animation approach. And when that time comes these ideas espoused by Mr. K. will come into play more and more.

Saturday, March 20, 2010

Elk Hair Caddis - fun short film

Lotso, lotso fun stuff. I really like the feel of the real life miniature sets. Animation is a fun ride, too. Love the deforms and the shapes in transition. Definitely see the Meindbender influences (which is a good thing). Enjoy!



And here's a really neat "making of" video that shows some stuff. Fun rigging, too.



Congrats to Peter Smith, Magnus Moller and the whole crew.

Tuesday, December 08, 2009

Wednesday, November 18, 2009

Look, the Gobelins chase animation meme- now in anime!

I think I've written this before (maybe not), but more than a few of those popular Gobelins short animated student films all seem to share a single element: the crazy, out of control speed chase/run/fall. It's been this way for at least 4 or 5 years now. Go ahead, look 'em up. It's a repetitive trope, but it has certainly been a good one if you want some popularity. One even was nominated for an Oscar. Well, the concept has flown from France to Japan-- somebody has made an anime short employing the same central concept. With panties.



Kinda like the love story angle, though.

Eye Like Pizza- short film in prod



Animator Jeff Robinson is working on a neat looking little short film project titled Eye Like Pizza. He has a production blog here. The image above is one of his main characters. I like the look. Jeff tells me it's gearing to have a "classic-cartoony vibe". I'm all for that. He's got a quick little motion test he put together in this post.  (note: Jeff- make this stuff embedable!)

Looking forward to seeing more soon.

Thursday, October 22, 2009

Pups



Michael Sporn has a nice interview of the creators of a new indy short film, Pups of Liberty. It's a great read for those of you interested in how indy shorts usually get made (one word: slowly. heh). I had a chance to work with one of the creators of the film (Bert Klein) for a short while when I was working on Disney's Mickey Mouse Christmas show. Bert's a real gentleman and super talented. One of the nicest people you'll meet, very positive and encouraging. I'm glad to see this project coming from he and his wife. It looks pretty neat. Here's a trailer.

Wednesday, October 14, 2009

NHS short film promo

I liked this. Has a neat UPA vibe to it, but it's not hiding the fact that it's CG, either.

Tuesday, October 13, 2009

Sunny's toon-shading breakdown



Former APT student Sunny Kharbanda (featured here and here on this blog) has a new post up on his blog. This time he goes pretty in-depth into how he developed a different kind of toony shading (but not a specific toon shader, per se) for this recent cartoon inspired animation work in Maya. I love his thought process. Definitely take some time to check it out, and then (if you're interested) see how you can expand upon the idea with your won twist.

Tuesday, October 06, 2009

"Yellow Cake" by Nick Cross

Saw this over on the Cartoon Brew, but I liked it so much I wanted to re-post it here. The background paintings in this are absolutely fantastic. They're just great. The story is a little dark, but it rings true. Overall it's a great and satisfying effort by a lone filmmaker.

 

Saturday, October 03, 2009

And coffee...



Yeah, I know it's dumb to rip off the Obama Hope poster. That's sooooo 2008. But I still like it. It's an interesting study in iconography. Simplify a character down to their base elements. One image, one word that captures who they are.

Donuts

The world looks with hope to the one thing that can save the morning...


Monday, September 21, 2009

Squiggles!

An old trick in the world of limited budget 2d animation is to cycle through two to four drawings for a hold. This way you can chew up the scene footage with as few drawings as possible. The result is animation that kinda squiggles as it holds, maintaining the illusion of life more by an expression of energy than literal movement. This is very cost effective and the image stays alive due to the cycling. Since the animation stays so rough the audience accepts it for what it is- as well as whatever other limitations of the animation that come along for the ride. It's surprising what an audience will take in and filter through once they perceive the internal rules of an animated universe- a task that takes perhaps all of two seconds of viewing. Certainly I think this attitude of getting by with the least possible effort can be way overdone, but in the right balance I think there's real potential for cost savings without surrendering richness. The richness just comes in a different form, that's all. Nina Paley used this technique in Flash while making her solo feature film Sita Sings the Blues. You can see what I mean in the very first scenes in the following segment of the film....

It's rough as heck, but it totally works. In fact, it more than works. It thrives on a level that is completely different than if it were tied down tight, tightly polished and had the holds all animated in like a typical big budget Disney 2d film. The rough look has a kind of vibrancy to it that actually adds to the film. I don't have a fancy explanation for how it works- I just know it does.

Since I have these little stories I want to make, but I don't have a huge budget (natch: I don't have any budget) to hire an expensive team of animators and CG technicians, I keep looking for creative ways to leverage lessons and tricks from other mediums of animation into my little CG toolbox. I've lost years of effort trying to be a one man band making short films employing the big-studio CG film style. Those were lessons learned the hard way. So I've been messing with this squiggly thing for a few years now (off and on). It's taken that long to find something that works. Due to the rigidity of the meshes and well established visual norms CG just doesn't like to do this sort of thing. And nothing looks worse in CG than a cycle- of any kind. So I'd try something, but it'd look like crud- like some kind of mechanical or technical error rather than a purposeful artistic style. So I'd leave it for a while and then come back and try something different after thinking of something in the shower. More failures each time, each coming closer to what I wanted but couldn't see in my head because it just wasn't being done anywhere else. CG is so picky when it comes to the imagery it makes. There's so little margin for error it seems. It's too demanding, too rigid an artform at times. But like Edison and his silly light bulb, I kept at it. I finally feel like I got it. Here's my version (watch it in HD for a better look. Or best yet- here's a link to a full res QT)....



This is really fast to animate because I'm using flat out 'dead holds' on the controls and letting the squiggly part keep the scene alive. I hit a pose and that's it. I hold it. No 'moving holds' or overdone overlapping business. This 4 second scene took maybe 15 or 20 minutes to animate (compare that to 4 sec. per week doing it the "right" way in feature films). In fact I over-animated it at first out of habit, so I had to go back and rip out the moving holds I had started to build in. I tell you, the hardest part is de-programming myself from doing CG the "right" way. It's not as easy as it sounds to embrace simplicity and then trust it. Anyhow, here's a screen grab of my f-curves to show the dead holds on the major controllers... (click to see it larger).


This is what it looks like without the squigglies....



You can see that it's super dry and just goes dead without the squiggles. The squiggling really keeps it feeling vibrant. So yeah. I'm really, really happy with where I've ended up with this.

Saturday, September 19, 2009

Cartoon CG fun



 
A former APT student of mine, Sunny Kharbanda, has really been diving into the whole 'cartoons in CG' experimenting. It's a lot of fun seeing him find new things. Since we're both tinkering in this area we communicate a lot, sharing what we find works, what doesn't, etc. Sunny just posted on his blog about his process for developing the backgrounds to work with his animation tests (you can see those here and here). Cool stuff. Check it out.

Sunday, September 13, 2009

Schmitty Walk cycle



Watch it in HD if you like. It's extra tasty at full rez.
This is just a generic walk for Schmitty. Walks are like chicken broth. You don't ever eat plain chicken broth, but it's the basis for a lot of tasty recipes. Walks should be adjusted for moment, character, emotion, physical limitations, etc.
On a technical note I'm exploring some new techniques for mixing up the shading texture as well as distressing the mesh silhouette in order to make a more "hand crafted" feel. I'm working on some other tests that will show that better which I hope to share soon.